we can now hide lights behind arch glass, but those lights will show up behind any normal glass...
Due to this, I can have a softbox behind a "simple" window glass but any glass object or a proper glass pane system will show it... Big problem.
lights behind glass
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Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Re: lights behind glass
also related to light visibility, we can make shader/material to have disabled shadow but lights still do occlude other lights.
This means if I put a lightsource near wall, it will cast shadow on that wall.
This means if I put a lightsource near wall, it will cast shadow on that wall.
Re: lights behind glass
where? I'm now talking about area lights in blender. There's no opacity control.
Re: lights behind glass
Ah, no "real" mesh lights...
Guess you'll have to make a feature request then.
Guess you'll have to make a feature request then.
Re: lights behind glass
The problem about this is that you lose MIS.
This becomes apparent in glossy reflections/refractions like metal or rough glass.
In the attached scene there are two mesh lights: in the left half, with opacity = 1 and camera visibility disabled, in the right half with opacity = 0. The glass in front of the lights has shadow color white and the lower half is rough glass.
You can see the problems showing up in the form of undersampled glossy reflections (in the metal on top, and as fireflies from unresolved reflected caustics from the metal) and undersampled glossy refractions (the greenish rough glass).
- Attachments
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- area_light_opacity.blend
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Re: lights behind glass
Hm, any idea how cycles solves this issue? Cause I haven't seen any performance issues there with such features.B.Y.O.B. wrote: ↑Mon Jan 20, 2020 5:00 pmThe problem about this is that you lose MIS.
This becomes apparent in glossy reflections/refractions like metal or rough glass.
In the attached scene there are two mesh lights: in the left half, with opacity = 1 and camera visibility disabled, in the right half with opacity = 0. The glass in front of the lights has shadow color white and the lower half is rough glass.
You can see the problems showing up in the form of undersampled glossy reflections (in the metal on top, and as fireflies from unresolved reflected caustics from the metal) and undersampled glossy refractions (the greenish rough glass).
Re: lights behind glass
I guess they have a different implementation of material transparency/opacity. It's a question for Dade if the LuxCore system could be changed in a way that allows MIS to work for fully transparent emissive materials.
Re: lights behind glass
Yes, aware of it... and I would simply rather render longer than spend time wishing for a goldfish to jump into my face. 'Cuz even then I'd need to master kung-fu or have humongous amount of luck, as they are quite slick and slippery, these sparkly little bastardsB.Y.O.B. wrote: ↑Mon Jan 20, 2020 5:00 pmThe problem about this is that you lose MIS.
This becomes apparent in glossy reflections/refractions like metal or rough glass.
In the attached scene there are two mesh lights: in the left half, with opacity = 1 and camera visibility disabled, in the right half with opacity = 0. The glass in front of the lights has shadow color white and the lower half is rough glass.
You can see the problems showing up in the form of undersampled glossy reflections (in the metal on top, and as fireflies from unresolved reflected caustics from the metal) and undersampled glossy refractions (the greenish rough glass).